﻿using System;
using UnityEngine;

namespace RootMotion.FinalIK
{
	// Token: 0x02000012 RID: 18
	[Serializable]
	public class ConstraintRotation : Constraint
	{
		// Token: 0x06000143 RID: 323 RVA: 0x00002F33 File Offset: 0x00001133
		public ConstraintRotation()
		{
		}

		// Token: 0x06000144 RID: 324 RVA: 0x00002F3B File Offset: 0x0000113B
		public ConstraintRotation(Transform transform)
		{
			this.transform = transform;
		}

		// Token: 0x06000145 RID: 325 RVA: 0x0001EB3C File Offset: 0x0001CD3C
		public override void UpdateConstraint()
		{
			if (this.weight <= 0f)
			{
				return;
			}
			if (!base.isValid)
			{
				return;
			}
			this.transform.rotation = Quaternion.Slerp(this.transform.rotation, this.rotation, this.weight);
		}

		// Token: 0x0400008C RID: 140
		public Quaternion rotation;
	}
}
